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PoE 2 Build

[0.5] Shrine Stacker Melee Chronomancer!

Updated on Jun 20, 2026
Jun 20, 2026

Build Overview

Update for 0.5 (Jun19)

  • BIG NEWS! "Fixed a bug where sources that granted a random Shrine Buff were almost always granting Greed Shrines." - Finally we got back Shrine uptime!!
  • Rigwald's Ferocity currently cost more than assembling whole build, so for Sunder use Aftershock II or maybe Rageforged II

About Leech in 0.5

  • Leech is capped in a way that now Damage for Leech calculation is capped at 40k
  • Then let's say you have 20% Leech, so you will leech 8k Life/sec as long as you do 40k Damage
  • But then there's such thing as Leech Resistance that seems to be around 93-95% in T15 Maps, and it's same regardless of type of Mobs, either white mobs or map boss. So that 8k Life/sec Leech turns into ~400 Life/sec, which maybe is good on Life build with 2-3k Life, but when its same 400ES/sec on 10k ES build it feels weak

Benefits of using Chronomancer compare to Lich or Pathfinder

  • Flexible Gloves Slot because Chronomancer has 20% Slower Expire Rate on Ascendancy Tree, so it's not needed to push Temporal Chains Curse Magnitude as high as on Lich or Pathfinder
  • Temporal Rift with new Phased Form ascendancy for 30% Less Damage Taken
  • Quicksand Hourglass now has 0-60% Skill Speed, making it fastest version out of all 3, as well as 60-0% AoE making it most AoE option

How build works

  • Core items are two The Hammer of Faith, that grant random Shrine Buff for 20 Seconds every 10 Seconds
  • It's strong Effect, but has downsides:
    - When you swap out to second weapon set, all Shrine Buffs disappear
    - It ignore your current Shrine buffs, so it can give same Shrine Buff you already have
    - This makes really hard to have high uptime on good Shrine Buffs
  • To make it last longer you can either get Slower Expire Rate of Buffs, and self inflict Temporal Chains which grant "Other Effects Expire 25% Slower"
  • Slower Expire Rate is capped at 75%, which means any Buffs last 4 times as long
  • So build uses both of these things, and it's reason why it's Chronomancer
  • Chronomancer has 20% Slower Buff Expire Rate from 2 small passives in her ascendancy tree
  • Whole passive tree has another two passives with 10% Slower Buff Expire Rate, while we only need one of them
  • Then we self inflict Temporal Chains
  • Cospri's Will makes Curses you inflict have Infinite Duration, which means you only need to castTemporal Chains once per area as long as you didn't swap accidentally
  • And to inflict Temporal Chains on yourself, build use newly added Atziri's Allure Support which simply reflect Curses you inflict back to you
  • To counter huge Slow Effect from Temporal Chains we use Wanderlust which makes you ignore Slow from Temporal Chains while keeping full effect of "Slower Expire Rate" part.
  • Build get enough Curse Magnitude to reach cap of 75% Slower Expire Rate of Buffs, meaning that now Shrine Buffs from The Hammer of Faith last 80 Seconds

Other stuff

  • Since build use Giant's Blood, we get half as much Life from Strength, while still need to get decent amount of Strength to equip The Hammer of Faith
  • So instead of running around with ~2k Life, there's very good solution - Black Scythe Training Keystone passives which you get from Heroic Tragedy (Vorana)
  • We already not getting much Life form Strength, so instead we get a lot of %Increased Energy Shield from Black Scythe Training - 1% ES per 2 Strength
  • Since build need a lot of Strength for Maces, and Int for Energy Shield Armor, perfect solution is Astramentis, which simply grant more than +100 to All Attributes instantly fixing any Attribute Requirements
  • Then to make mapping much smoother, and have overall good survivability we use Soul Tether that allow to Leech Energy Shield when Life is full, that's why Fast Metabolism is allocated
  • Normal Soul Tether won't work, you need one that doesn't have "Lose 5% ES per second", and to do that you use Vaal Cultivation Orb, which replace 1-2 Random Modifiers on this Belt with new Modifiers. So ideally you have to hit "Lose 5% ES" mod and keep ES Leech, as well as not getting "Lose #% Life" mod that can possibly appear when you use Vaal Cultivation Orb
  • If Slower Expire Rate wasn't capped at 75%, this build can reach 100% Slower Expire Rate, then any temporary buffs would be permanent - Shrines, Charms, any buffs from Skills and Supports, but unfortunately there's cap

Shrine buffs you get for 80 seconds

  • Acceleration Shrine: 40% Movespeed and 60% Skill Speed
  • Diamond Shrine: All Hits are Critical Hits
  • Replenishing Shrine: 10% Life/Mana Regen
  • Resistance Shrine: +50% Ele Resists and +10% Max Ele Resists
  • Massive Shrine: 50% Increased Life and 100% Increased Global Defenses (ES, Armor, Evasion)
  • Divine Shrine: Cannot be Damaged
  • Seeking Shrine: +100% Item Rarity
  • Enlightening Shrine: +100% Experience Gain

Other things that work with 75% Slower Expire Rate

You can use this build as core for your own build with 75% Slower Expire Rate, it's not limited only to using The Hammer of Faith while it's one of best uses for that.

  • Headhunter stacks will last ~1min 48 sec, because Mods you get not count as Buffs
  • Death Rush will last 16 Seconds.
  • Any Charm Effects.
  • Any Temporary Effects from Supports, for example:
    - Kurgal's Leash will last 1 minute.
    - Arcane Surge will last 40 Seconds.
    - Walking Calamity should last 40 Seconds since it's buff, before any Skill Duration, which seems kinda OP, might do build with it.
    - Lunar Blessing lasts 25 Seconds before any Skill Duration passives.
    - Einhar's Beastrite will last 9 minutes, but there's issues with this support (read below)

Issues

  • Einhar's Beastrite also scale with with Slower Expiry Rate, but only from Temporal Chains, it will last 9 Minutes.
    But problem is that whenever you kill anything with Skill you use with that support, buffs you have will disappear, don't know if its bug or not, but to use this support you basically have to sacrifice 1 skill slot because its something you will use once or maybe couple times if you find rare with decent mods.
  • Maps with Temporal Chains mod are really bad, they overwrite your infinite Temporal Chains so you have to swap and lose shrine buffs to get your of Temp Chains back.

Build related and useful links

Strengths and Weaknesses

  • Fun and unusual build
  • When doing bosses you can get Immortality Shrine that make you take no damage for 80 Seconds xD
  • Crit Shrine allow to invest into Crit Damage with no investment to Crit Chance
  • Decently fast with Acceleration Shrine
  • With better gear can reach close to 10k ES
  • Similar Damage compare to regular Mace Builds with extremely good gear
  • Probably one of very few builds that can tank super juiced stuff, as long as you have Divine Shrine :D
  • Preferably avoid map with Temporal Chains mod, because it overwrite our own infinite duration Curse
  • If you choose to play with Headhunter, one of Rare Mob modifiers make curses applied to you to be removed, and you don't want it

Build Variants

Notes

I tested leveling with mace from level 1 on league start, and it wasn't good because you basically have to start with single skill you get from quest reward and hope you get good mace from vendor

Entirety of Act1 is better to play with whatever game recommend on Sorceress, and by the time you finish Act1 and do first boss in Act2, you will reach Warrior area at roughly level 18 when you can change to Mace

Recommend saving atleast 3 Uncut Supports, one Level 5 Uncut Skill, and few Level 3-4 Uncut skills

Today i tested leveling i explain below by finishing Acts 1-2, after that it only get easier, so i had no point doing whole run

Skills:

So first you will use Fireball with Ice Nova, later add Frost Bomb to get Cold Infusions

With first Level 3 Uncut Skill take Frost Darts, with first Level 5 - Snap to use on frozen enemies to get more Cold Infusions

Clearing is mostly Ice Nova + Snap, if needed Frost Bomb for more Cold Infusions

Single target is Frost Darts with Cold infusion from Frost Bomb

For supports, Magnified Area I for Ice Nova and Frost Bomb, Multishot I for Frost Darts, should be enough to do Act 1

Gear:

Use whatever you can find, prioritize Cold Resist and Gelid Staff or any Staff with Spell/Cold Damage before Act 1 final boss

Start checking vendor for 2H Mace at around level 11, which is soon before end of Act 1 forForge Maul or Studded Greatclub, either %Phys Damage or decent Elemental Damage

Respec to Mace:

Tree:

Do first boss of Act 2 with caster setup, then you can swap to Mace

To swap for Mace, you first unallocate 2 further most Attribute Points and allocate 2 Attribute Points next to start, and then unallocate Raw Power and small Spell Damage passives to allocate Brutal and Smash

After that just do regular Mace tree by taking Blood Rush, Singular Purpose, Crushing Verdict, Split the Earth, etc

Skills:

With saved Uncut Skills, grab Perfect Strike, Boneshatter, Rolling Slam, Infernal Cry

With first Level 2 Uncut Support take Brink I for Mace Strike to prevent it from heavy stunning and make it a lot more consistent and smooth to use Boneshatter

For Rolling Slam use Fist of War I and Fire Attunement

For Perfect Strike use Rapid Attacks I and Elemental Armament I

For Boneshatter use Magnified Area I and Impact Shockwave

Then whatever recommended supports

Then try Sunder, Forge Hammer, Stampede and Hammer of the Gods, whatever you prefer

Equipment

Equipment Priority
+0

Passive Tree

main:
123
123
set 1:
20
20
set 2:
20
20

Quest Rewards

Check which quests you’ve completed on your character
Clearfell — Beira of the Rotten Pack
+10% to Cold Resistance
Hunting Grounds — The Crowbell
Grants Two Weapon Set Passive Skill Points
Freythorn — The King in the Mists
+30 to Spirit
Ogham Farmlands — Una's Hut
Grants Two Weapon Set Passive Skill Points
Ogham Manor — Candlemass, the Living Rite
+20 to maximum Life
Keth — Kabala, Constrictor Queen
Grants Two Weapon Set Passive Skill Points
Valley of the Titans — Medallion
30% increased Charm Charges gained
+1 Charm Slot
Deshar — Final Letter
Grants Two Weapon Set Passive Skill Points
The Spires of Deshar — Sisters of Garukhan
+10% to Lightning Resistance
Jungle Ruins — Mighty Silverfist
Grants Two Weapon Set Passive Skill Points
The Venom Crypts — Venom Draught
25% increased Stun Threshold
Jiquani's Machinarium — Blackjaw, the Remnant
+10% to Fire Resistance
The Azak Bog — Ignagduk, the Bog Witch
+30 to Spirit
The Molten Vault — The Molten Vault
Reforging Bench
Aggorat — Blood Sacrifice
Grants Two Weapon Set Passive Skill Points
Journey's End — Captain Hartlin
Two Weapon Set Passive Skill Points
Skill Gem(Lv 13)
Delirium Drop
Eye of Hinekora — Navali's Rest
5% increased Maximum Mana
Halls of the Dead — Yama The White
Grants Two Weapon Set Passive Skill Points
Halls of the Dead — Tawhoa's Test
+5% to Lightning Resistance
Abandoned Prison — Goddess of Justice
30% increased Life Recovery from Flasks
Halls of the Dead — Tasalio's Test
+5% to Cold Resistance
Halls of the Dead — Ngamahu's Test
+5% to Fire Resistance
Halls of the Dead — Tribal Medicine
30% increased Armour, Evasion and Energy Shield
Wolvenhold — Oswin, the Dread Warden
Grants Two Weapon Set Passive Skill Points
The Khari Crossing — Akthi and Anundr
Two Weapon Set Passive Skill Points
The Khari Crossing — Molten Shrine
5% increased Maximum Life
Qimah — Tabana's Pillar
+5% to all Elemental Resistances
Kriar Village — Lythara, the Wayward Spear
+40 to Spirit
Howling Caves — The Abominable Yeti
Grants Two Weapon Set Passive Skill Points

How it Plays

Start map with using Temporal Chains on first pack of mobs once, then never swap back or cast it again unless you change areas

Then clear with Mace Strike if it's single packs, or Sunder if you see large packs from distance.

On bosses use Infernal Cry, Sniper's Mark and War Banner for Hammer of the Gods, continue with Perfect Strike

If Energy Shield drops, do couple attacks with Mace Strike

Changelog

Jan 4, 2026: Build Added
Jan 4, 2026: Changed Molten Blast to Sunder, while you free to use any Mace skills pretty much.
Jan 6, 2026: Added Molten Blast and Stampede as alternative to Sunder.
Jan 6, 2026: Improved supports on Hammer of the Gods, added corrections to Headhunter and Einhar's Beastrite
Jan 7, 2026: Added separated pages for Lich and Pathfinder
Jun 8, 2026: Fully updated to 0.5

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